;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   RULES FOR "THE CONQUEST OF MEXICO" --- Authored by Jess Balsinde
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
41      ; Riot factor based on # cities (higher factor lessens the effect)
12      ; Aqueduct needed to exceed this size
18      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
1       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    0, 0,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  Wri, Tra, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mas, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Sacbeob Building,   4, 0,  Cst, Cur, 0, 4    ; Bri 
Wood Carving,       6,-1,  War, Mas, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Hor, Feu, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, Bro, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, nil, 0, 4    ; Cst 
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, Tra, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Iro, nil, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Domestication,      4,-1,  nil, nil, 0, 1    ; Feu 
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  X3,  X4,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Ast, 1, 4    ; Inv
Tool Making,        5,-1,  Cur, Bri, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Alp, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Nav, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Sea, Wri, 0, 1    ; Map 
Masonry,            4, 1,  Pot, Mys, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Wri, Cur, 0, 3    ; Mat
Medicine,           4, 0,  Feu, Wri, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  nil, CoL, 0, 2    ; Mon
Polytheism,         5, 1,  Cer, CoL, 1, 2    ; MT
Mysticism,          4, 0,  Cer, War, 0, 2    ; Mys
Navigation,         6,-1,  Map, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mon, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Whe, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  
Monotheism,         4, 0,  no,  no,  0, 4    ; PT 
Pottery,            4, 1,  U1,  Feu, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Chinampa Building,  3, 1,  U1,  San, 3, 1    ; Rfg
Nobility,           5, 1,  Mon, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Tra, War, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  U3,  Pot, 0, 1    ; Tra
Privileges,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  Mys, Mas, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Basketry,           4, 0,  nil, nil, 0, 4    ; U1
Husbandry,          4,-1,  U3,  Feu, 0, 1    ; U2
Weaving,            4, 0,  nil, nil, 0, 4    ; U3
Hunting/Gathering,  3, 0,  U1,  nil, 0, 1    ; X1
Ballooning,         5,-1,  no,  no,  1, 3    ; X2
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7
Extra Advance 8,    3, 0,  no,  no,  0, 0    ; X8
;
; Above 11 tech lots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc."
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                    8, 0,    Cer,
Barracks,                  8, 1,    War,
Granary,                   7, 1,    Pot,
Temple,                    7, 1,    Cer,
MarketPlace,               8, 1,    Tra,
Telpchcali,              10, 1,    Wri,
Great Mound,              10, 1,    CoL,
Stockade Walls,           16, 0,    Tra,
Aqueduct,                 16, 2,    Mas,
Trading Square,           16, 3,    Ban,
Pyramid Complex,          18, 4,    MT,
Clmecac,                 18, 3,    Uni,
Mass Transit,             17, 4,    no,
Ball Court,               20, 3,    Mas,
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Calpulli,                 22, 4,    Eco,
Drainage System,          22, 2,    San,
Food Storage,             14, 3,    Rfg,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   12, 1,    Sea,
Marine Resources,         32, 3,    Rep,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Tribute),                60, 0,    nil,
Great Pyramid,            30, 0,    Mas,
Rock Paintings,           30, 0,    Pot,
Avenue of the Dead,       30, 0,    Bro,
Stone Calendar,           30, 0,    no,
The Eagle and the Snake,  30, 0,    no,
Nun's Quadrangle,         30, 0,    Mys,
Nun's Quadrangle,         30, 0,    no,
The Atlantes,             30, 0,    Mon,
El Castillo,              30, 0,    Iro,
El Caracol,               30, 0,    Tra,
Popol Vuh,                30, 0,    MT,
The Eagle and the Snake,  30, 0,    nil,
Magellan's Expedition,    10, 0,    no,
Great Ball Court,         30, 0,    X1,
The Atlantes,             30, 0,    no,
Olmec Giant Heads,        30, 0,    The,
Pyramid of the Masks,     30, 0,    no,
Pyramid of the Magician,  30, 0,    Ban,
Voyage to the Old World,  40, 0,    no,
Columbus Voyage,          10, 0,    no,
El Pilar Basilica,        40, 0,    no,
Plaza Mayor,              60, 0,    no,
Hydrographic Plans,       60, 0,    no,
The Alczar,              60, 0,    no,
Picasso's Guernica,       60, 0,    no,
Dal's View,              60, 0,    no,
The Science Tree,         60, 0,    no,
Quetzalcatl,             30, 0,    Rep,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Gun,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Mayeques,     Plu, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Tlacotin,     Plu, 0,  1.,0,  0a,1d,  3h,1f,  4,0,  5, no,  000000000000000
Warriors,     Gun, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Eagle Knights,Gun, 0,  2.,0,  3a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Atl-Atls,     Gun, 0,  1.,0,  4a,2d,  1h,2f,  3,0,  1, no,  000000001000001
Pipiltin,     Gun, 0,  1.,0,  6a,2d,  2h,1f,  4,0,  1, Mon, 000000001000000
Slingers,     Gun, 0,  1.,0,  7a,2d,  1h,2f,  4,0,  1, Bro, 000000000000000
Indian,       Csc, 0,  1.,0,  2a,5d,  1h,1f,  4,0,  1, no,  000000000000000
Warriors,     nil, 0,  0.,0,  2a,5d,  1h,1f,  5,0,  0, no,  000101000000001
Indian,       nil, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  1, no,  000001000000010
Clubs,        Gun, 0,  1.,0,  4a,1d,  1h,1f,  2,0,  1, Feu, 000000000000000
Indian,       nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no,  000001000000000
Indian,       nil, 0,  1.,0,  2a,2d,  1h,2f,  4,3,  0, no,  000000000000000
Indian,       nil, 0,  1.,0,  3a,2d,  1h,1f,  6,0,  1, no,  000001100000100
Indian,       nil, 0,  1.,0,  2a,2d,  1h,1f,  5,0,  1, no,  000000000000000
Indian,       nil, 0,  1.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Indian,       nil, 0,  1.,0,  2a,1d,  1h,1f,  3,0,  0, no,  000001000000000
Indian,       nil, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Indian,       Csc, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no,  000001000000010
Indian,       nil, 0,  1.,0,  5a,2d,  1h,1f,  5,0,  0, no,  000000000000000
Indian,       nil, 0,  1.,0,  6a,2d,  1h,1f,  6,0,  0, no,  000000000000000
Harquebusier, nil, 0,  2.,0, 12a,6d,  2h,3f, 25,0,  0, Plu, 000000000000000
Lancers,      nil, 0,  3.,0, 16a,8d,  3h,4f, 25,0,  0, Plu, 000000000000000
Jaguar Knights,Gun, 0, 1.,0,  5a,3d,  1h,1f,  3,0,  0, Alp, 000000000000000
Indian,       nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  0, no,  000000000000000
Indian,       nil, 0,  1.,0,  3a,2d,  1h,1f, 25,0,  0, no,  000000000000000
Indian,       nil, 0,  1.,0,  2a,2d,  1h,1f,  7,0,  0, no,  000000001000000
Fighter,      Sth, 1,  0.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Heavy Bomber, Sth, 1,  0.,2, 12a,2d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  0.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1,  0.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1,  0.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Canoes,       nil, 2,  3.,0,  1a,1d,  1h,1f,  4,3,  4, Map, 000000000100000
Canoes,       nil, 2,  3.,0,  1a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Canoes,       nil, 2,  3.,0,  1a,1d,  1h,1f,  4,4,  4, no,  000000000000000
Canoes,       E1,  2,  3.,0,  1a,1d,  1h,1f,  5,2,  2, no,  000000000000000
Steamboat,    Stl, 2,  0.,0,  4a,3d,  3h,1f,  6,0,  2, no,  000000000000000
Arrow Knights,X6,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, War, 000001000000011
Cruiser,      Roc, 2,  0.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  0.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  0.,0, 12a,12d, 4h,2f, 18,0,  2, no,  000000000000001
Submarine,    nil, 2,  0.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  0.,0,  1a,12d, 4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  0.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1,  0.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., Las, 1,  0.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
High Priest,  Plu, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Friar,        nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Plu, 000000000000010
Pochteca,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  7, Tra, 000001000000010
Colonists,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Plu, 000000000000000
Tlacotin,     Eco, 0,  1.,0,  0a,1d,  3h,1f,  4,0,  5, no,  000000000000000
Crusaders,    X4,  0,  0.,0,  5a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Heavy Armor,  nil, 0,  0.,0, 12a,6d,  4h,2f, 15,0,  0, no,  000000000000000
Dive Bomber,  Sth, 1,  0.,1,  8a,1d,  2h,2f,  8,0,  0, no,  000000000000001
Ocean Sea,    Las, 1,  0.,9,  1a,22d, 9h,2f, 32,0,  0, no,  000000000000001
Sword Horse,  nil, 0,  3.,0, 14a,7d,  3h,4f, 25,0,  0, Plu, 000000000000000
Brigantine,   nil, 2,  3.,0,  5a,3d,  2h,2f,  4,3,  4, Plu, 000000000000000
Crossbowmen,  nil, 0,  2.,0, 10a,6d,  2h,3f, 25,0,  0, Plu, 000000000000000
Reinforcements,nil, 0, 3.,0, 18a,8d,  3h,4f, 25,0,  0, no,  000000000000000
Cannon,       nil, 0,  2.,0, 33a,4d,  2h,5f, 25,0,  0, Plu, 000000000000000
Infantry,     nil, 0,  2.,0,  8a,6d,  2h,2f, 25,0,  1, Plu, 000000000000000
Pikemen,      nil, 0,  1.,0,  1a,4d,  4h,1f, 25,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Empire
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1,10, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   yes, 0,15,  6,  Pln,   ; Swa
Jungle,     2,3,  2,1,0,   no,  1,10, 0,   no,  0,10,  6,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Tomato,     2,3,  3,2,0,
Coal,       2,4,  1,3,0,
Gold,       3,6,  0,1,6,
Rabbit,     2,3,  3,1,1,
   ,        2,2,  1,1,4,
Peat,       2,3,  1,3,0,
Banana,     2,3,  3,1,3,
Fish,       1,2,  3,0,2,
Obsidian,   1,2,  1,4,0,
Maize,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Potato,     2,3,  3,1,1,
Obsidian,   2,4,  1,3,2,
Silver,     3,6,  0,1,4,
Furs,       1,2,  2,0,3,
   ,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  3,1,3,
Fish,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Chieftan,    Chieftan
Despotism,      Chief,       Chief
Monarchy,       King,        Queen
Empire,         Emperor,     Emperor
Fundamentalism, High Priest, High Priestess
Republic,       Sachem,      Sachem
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Pop, Pop,                        0, 1, 0, Northern Tribes, Northern,  1, 1,  -1,     
Sayacu, Sayacu,                    0, 2, 0, Mixtec-Zapotecs,Mixtec-Zapotec, 1,  1, -1,
Itzamana, Itzamana,                0, 3, 0, Mayas,     Mayan,           1,  1,  -1,     
Moctezuma, Moctezuma,              0, 4, 0, Aztecs,    Aztec,           1,  1,  -1,     
Xicotncatl, Xicotncatl,          0, 5, 0, Tlaxcalans,Tlaxcaltec,     1,  1, -1,    
Purpecha, Purpecha,              0, 6, 0, Tarascans, Tarascan,       1,  1, -1,
Hernn Corts, Hernn Corts,      0, 7, 0, Spaniards, Spanish,        1,  1,  -1,     
Pop, Pop,                        0, 1, 0, Northern Tribes, Northern,  1,  1,  -1,     
Sayacu, Sayacu,                    0, 2, 0, Mixtec-Zapotecs,Mixtec-Zapotec, 1,  1, -1,
Popol Vuh, Popol Vuh,              0, 3, 0, Mayas,     Mayan,           1, 1, -1,     
Moctezuma, Moctezuma,              0, 4, 0, Aztecs,    Aztec,           1, 1, -1,     
Xicotncatl, Xicotncatl,          0, 5, 0, Tlaxcalans,Tlaxcaltec,     1,  1, -1,    
Purpecha, Purpecha,              0, 6, 0, Tarascans, Tarascan,       1,  1, -1,
Hernn Corts, Hernn Corts,      0, 7, 0, Spaniards, Spanish,        1,  1,  -1,     
Pop, Pop,                        0, 1, 0, Northern Tribes, Northern,  1,  1,  -1,     
Sayacu, Sayacu,                    0, 2, 0, Mixtec-Zapotecs,Mixtec-Zapotec, 1,  1, -1,
Popol Vuh, Popol Vuh,              0, 3, 0, Mayas,     Mayan,           1,  1, -1,     
Moctezuma, Moctezuma,              0, 4, 0, Aztecs,    Aztec,           1,  1,  -1,     
Xicotncatl, Xicotncatl,          0, 5, 0, Tlaxcalans,Tlaxcaltec,     1,  1, -1,    
Purpecha, Purpecha,              0, 6, 0, Tarascans, Tarascan,       1,  1, -1,
Hernn Corts, Hernn Corts,      0, 7, 0, Spaniards, Spanish,        1,  1,  -1,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Cotton,
Rabbit Pelts,
Obsidian,
Rubber,
Jade,
Tobacco,
Cacao Beans,
Feathers,
Onyx,
Silver,
Olote,
Rope,
Shells,
Turquoise,
Jaguar Skins,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













